Escape
Find your own way to escape.
Design
It was a time-limited game development, with only one week to go. We were a team of four, and I was involved as the designer. I initially conceived of a protagonist and enemy fixation, by placing polygons in the scene and using pipes in the form of bullets fired by the enemy to bounce off and kill himself.
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And in the subsequent discussion, the group favored another scenario where the protagonist and the enemies could move, and the protagonist needed to collect specific polygons in the scene and place them properly to pave the way, or block and trap the enemies. Therefore, I again designed the general flow and gameplay of the game to show the various ways of playing the game in as short a process as possible.
Gameplay
During the actual gameplay, players need to start from the bottom and go all the way through three floors, avoiding enemies and finally reaching the end.
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Players need to approach the wooden polygons in the scene to pick them up, and the picked polygons will be added to the item bar at the top of the screen to access at any time. When placing objects, they can only be placed at a limited distance from the main character, and the mouse wheel can be used to adjust the angle of the objects.
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Enemies have a fixed patrol route and field of view, and will try to approach the player when they see him. If the player is touched by them will fail, but the player can also use this mechanism to lead them into the trap trapped.